Global Family Entertainment Centers Market to reach USD 49.9 billion by 2027

Global Family Entertainment Centers Market Size study, by Visitor Demographics (Families with Children (0-8), Families with Children (9-12), Teenagers (13-19), Young adults (20-25) and Adults (Ages 25+)), by Facility Size (Up to 5,000 sq. ft., 5,001 to 10,000 sq. ft., 10,001 to 20,000 sq. ft., 20,001 to 40,000 sq. ft., 1 to 10 acres, 10 to 30 acres and Over 30 acres), by Revenue Source (Entry Fees & Ticket Sales, Food & Beverages, Merchandising, Advertisement and Others), by Application (Arcade Studios, AR and VR Gaming Zones, Physical Play Activities , Skill/Competition Games and Others), by Type (Children’s Entertainment Centers (CECs), Children’s Edutainment Centers (CEDCs), Adult Entertainment Centers (AECs) and Location-based VR Entertainment Centers (LBECs)) and Regional Forecasts 2020-2027
Product Code:  IACTEIAS_25583967
Chapter 1.	Executive Summary 
1.1.	Market Snapshot
1.2.	Global & Segmental Market Estimates & Forecasts, 2018-2027 (USD Billion)
1.2.1.	Family Entertainment Centers Market, by Region, 2018-2027 (USD Billion)
1.2.2.	Family Entertainment Centers Market, by Visitor Demographics, 2018-2027 (USD Billion)
1.2.3.	Family Entertainment Centers Market, by Facility Size, 2018-2027 (USD Billion)
1.2.4.	Family Entertainment Centers Market, by Revenue Source, 2018-2027 (USD Billion)
1.2.5.	Family Entertainment Centers Market, by Application, 2018-2027 (USD Billion)
1.2.6.	Family Entertainment Centers Market, by Type, 2018-2027 (USD Billion)
1.3.	Key Trends
1.4.	Estimation Methodology
1.5.	Research Assumption
Chapter 2.	Global Family Entertainment Centers Market Definition and Scope 
2.1.	Objective of the Study
2.2.	Market Definition & Scope
2.2.1.	Scope of the Study
2.2.2.	Industry Evolution
2.3.	Years Considered for the Study
2.4.	Currency Conversion Rates
Chapter 3.	Global Family Entertainment Centers Market Dynamics	
3.1.	Family Entertainment Centers Market Impact Analysis (2018-2027)
3.1.1.	Market Drivers
3.1.2.	Market Challenges
3.1.3.	Market Opportunities
Chapter 4.	Global Family Entertainment Centers Market Industry Analysis
4.1.	Porter’s 5 Force Model
4.1.1.	Bargaining Power of Suppliers
4.1.2.	Bargaining Power of Buyers
4.1.3.	Threat of New Entrants
4.1.4.	Threat of Substitutes
4.1.5.	Competitive Rivalry
4.1.6.	Futuristic Approach to Porter’s 5 Force Model (2017-2027)
4.2.	PEST Analysis
4.2.1.	Political 
4.2.2.	Economical
4.2.3.	Social 
4.2.4.	Technological 
4.3.	Investment Adoption Model
4.4.	Analyst Recommendation & Conclusion
Chapter 5.	Global Family Entertainment Centers Market, by Visitor Demographics          
5.1.	Market Snapshot 
5.2.	Global Family Entertainment Centers Market by Visitor Demographics, Performance - Potential Analysis
5.3.	Global Family Entertainment Centers Market Estimates & Forecasts by Visitor Demographics 2017-2027 (USD Billion)
5.4.	Family Entertainment Centers Market, Sub Segment Analysis
5.4.1.	 Families with Children (0-8)
5.4.2.	Families with Children (9-12)
5.4.3.	Teenagers (13-19)
5.4.4.	Young adults (20-25)
5.4.5.	Adults (Ages 25+)
Chapter 6.	Global Family Entertainment Centers Market, by Facility Size          
6.1.	Market Snapshot 
6.2.	Global Family Entertainment Centers Market by Facility Size, Performance - Potential Analysis
6.3.	Global Family Entertainment Centers Market Estimates & Forecasts by Facility Size 2017-2027 (USD Billion)
6.4.	Family Entertainment Centers Market, Sub Segment Analysis
6.4.1.	 Up to 5,000 sq. ft.
6.4.2.	5,001 to 10,000 sq. ft.
6.4.3.	10,001 to 20,000 sq. ft.
6.4.4.	20,001 to 40,000 sq. ft.
6.4.5.	1 to 10 acres
6.4.6.	10 to 30 acres
6.4.7.	Over 30 acres
Chapter 7.	Global Family Entertainment Centers Market, by Revenue Source          
7.1.	Market Snapshot 
7.2.	Global Family Entertainment Centers Market by Revenue Source, Performance - Potential Analysis
7.3.	Global Family Entertainment Centers Market Estimates & Forecasts by Revenue Source 2017-2027 (USD Billion)
7.4.	Family Entertainment Centers Market, Sub Segment Analysis
7.4.1.	 Entry Fees & Ticket Sales
7.4.2.	Food & Beverages
7.4.3.	Merchandising
7.4.4.	Advertisement
7.4.5.	Others
Chapter 8.	Global Family Entertainment Centers Market, by Application          
8.1.	Market Snapshot 
8.2.	Global Family Entertainment Centers Market by Application, Performance - Potential Analysis
8.3.	Global Family Entertainment Centers Market Estimates & Forecasts by Application 2017-2027 (USD Billion)
8.4.	Family Entertainment Centers Market, Sub Segment Analysis
8.4.1.	 Arcade Studios
8.4.2.	AR and VR Gaming Zones
8.4.3.	Physical Play Activities 
8.4.4.	Skill/Competition Games
8.4.5.	Others
Chapter 9.	Global Family Entertainment Centers Market, by Type          
9.1.	Market Snapshot 
9.2.	Global Family Entertainment Centers Market by Type, Performance - Potential Analysis
9.3.	Global Family Entertainment Centers Market Estimates & Forecasts by Type 2017-2027 (USD Billion)
9.4.	Family Entertainment Centers Market, Sub Segment Analysis
9.4.1.	 Children’s Entertainment Centers (CECs)
9.4.2.	Children’s Edutainment Centers (CEDCs)
9.4.3.	Adult Entertainment Centers (AECs)
9.4.4.	Location-based VR Entertainment Centers (LBECs)
Chapter 10.	Global Family Entertainment Centers Market, Regional Analysis
10.1.	Family Entertainment Centers Market, Regional Market Snapshot 
10.2.	North America Family Entertainment Centers Market 
10.2.1.	U.S. Family Entertainment Centers Market
10.2.1.1.	 Visitor Demographics breakdown estimates & forecasts, 2017-2027
10.2.1.2.	Facility Size breakdown estimates & forecasts, 2017-2027 
10.2.1.3.	Revenue Source breakdown estimates & forecasts, 2017-2027
10.2.1.4.	Application breakdown estimates & forecasts, 2017-2027
10.2.1.5.	Type breakdown estimates & forecasts, 2017-2027
10.2.2.	Canada Family Entertainment Centers Market
10.3.	Europe Family Entertainment Centers Market Snapshot
10.3.1.	U.K. Family Entertainment Centers Market 
10.3.2.	Germany Family Entertainment Centers Market
10.3.3.	France Family Entertainment Centers Market
10.3.4.	Spain Family Entertainment Centers Market
10.3.5.	Italy Family Entertainment Centers Market
10.3.6.	Rest of Europe Family Entertainment Centers Market
10.4.	Asia-Pacific Family Entertainment Centers Market Snapshot
10.4.1.	China Family Entertainment Centers Market 
10.4.2.	India Family Entertainment Centers Market 
10.4.3.	Japan Family Entertainment Centers Market
10.4.4.	Australia Family Entertainment Centers Market
10.4.5.	South Korea Family Entertainment Centers Market
10.4.6.	Rest of Asia Pacific Family Entertainment Centers Market
10.5.	Latin America Family Entertainment Centers Market Snapshot
10.5.1.	Brazil Family Entertainment Centers Market
10.5.2.	Mexico Family Entertainment Centers Market
10.6.	Rest of The World Family Entertainment Centers Market

Chapter 11.	Competitive Intelligence
11.1.	Top Market Strategies
11.2.	Company Profiles
11.2.1.	 Dave & Buster’s
11.2.1.1.	Key Information
11.2.1.2.	Overview
11.2.1.3.	Financial (Subject to Data Availability)
11.2.1.4.	Product Summary
11.2.1.5.	Recent Developments
11.2.2.	CEC Entertainment, Inc.
11.2.3.	Cinergy Entertainment
11.2.4.	KidZania
11.2.5.	Scene 75 Entertainment Centers
11.2.6.	The Walt Disney Company
11.2.7.	Lucky Strike Entertainment
11.2.8.	FunCity
11.2.9.	Smaaash Entertainment Pvt. Ltd.
11.2.10.	LEGOLAND Discovery Center
Chapter 12.	Research Process
12.1.	Research Process
12.1.1.	Data Mining
12.1.2.	Analysis
12.1.3.	Market Estimation
12.1.4.	Validation
12.1.5.	Publishing
12.2.	Research Attributes
12.3.	Research Assumption

Global Family Entertainment Centers Market is valued approximately USD 23.0 billion in 2019 and is anticipated to grow with a healthy growth rate of more than 10.2 % over the forecast period 2020-2027. Family/indoor entertainment centers (FECs) are entertainment zones or small amusement parks that engaged family in big and small cities. Family Entertainment Centers has various amusement options including video games, gaming consoles, arcades, children’s rides, soft play areas, redemption machines, indoor playground systems, skill-based machine games, and games based on virtual and augmented reality. FECs also host private celebrations such as corporate events and birthday parties which in result attracts huge customers. The rising technological advancements in Family Entertainment Centers such as Augmented Reality (AR) and Virtual Reality (VR) games that are highly trending among adults drive the demand of the market. Also, increase in per-capita disposable income, expansion of commercial infrastructures and upsurge in the integration of food & beverages in the entertainment zones due to rising availability of different food options for kids as well as adults encourages the growth of Family Entertainment Centers Market. Furthermore, the rising advancements and other strategic alliance by market key players will create a lucrative demand for this market. For instance: on 24th August 2018, KidZania Kuala Lumpur introduced KidZ & Tech 3.0., allows kids to interact with tools and programmes that utilize Artificial Intelligence (AI) and Robotics. This technology will provide smart learning to kids with an entertaining Emoji Scavenger Hunt activity, also enjoyed by whole family. However, high capital investments in establishing the FECs is the major factor restraining the growth of global Family Entertainment Centers market during the forecast period.

The regional analysis of global Family Entertainment Centers Market is considered for the key regions such as Asia Pacific, North America, Europe, Latin America and Rest of the World. North America is the leading/significant region across the world in terms of market share owing to the growing adoption advanced technologies, well-established infrastructure and presence of key market players. Whereas, Asia-Pacific is also anticipated to exhibit highest growth rate / CAGR over the forecast period 2020-2027.

Major market player included in this report are:
Dave & Buster’s
CEC Entertainment, Inc.
Cinergy Entertainment
KidZania
Scene 75 Entertainment Centers
The Walt Disney Company
Lucky Strike Entertainment
FunCity
Smaaash Entertainment Pvt. Ltd.
LEGOLAND Discovery Center

The objective of the study is to define market sizes of different segments & countries in recent years and to forecast the values to the coming eight years. The report is designed to incorporate both qualitative and quantitative aspects of the industry within each of the regions and countries involved in the study. Furthermore, the report also caters the detailed information about the crucial aspects such as driving factors & challenges which will define the future growth of the market. Additionally, the report shall also incorporate available opportunities in micro markets for stakeholders to invest along with the detailed analysis of competitive landscape and product offerings of key players. The detailed segments and sub-segment of the market are explained below:

By Visitor Demographics:
Families with Children (0-8)
Families with Children (9-12)
Teenagers (13-19)
Young adults (20-25)
Adults (Ages 25+)

Facility Size:
Up to 5,000 sq. ft.
5,001 to 10,000 sq. ft.
10,001 to 20,000 sq. ft.
20,001 to 40,000 sq. ft.
1 to 10 acres
10 to 30 acres
Over 30 acres

By Revenue Source:
Entry Fees & Ticket Sales
Food & Beverages
Merchandising
Advertisement
Others

By Application:
Arcade Studios
AR and VR Gaming Zones
Physical Play Activities
Skill/Competition Games
Others

By Type:
Children’s Entertainment Centers (CECs)
Children’s Edutainment Centers (CEDCs)
Adult Entertainment Centers (AECs)
Location-based VR Entertainment Centers (LBECs)

By Region:
North America
U.S.
Canada
Europe
UK
Germany
France
Spain
Italy
ROE

Asia Pacific
China
India
Japan
Australia
South Korea
RoAPAC
Latin America
Brazil
Mexico
Rest of the World

Furthermore, years considered for the study are as follows:

Historical year – 2017, 2018
Base year – 2019
Forecast period – 2020 to 2027

Target Audience of the Global Family Entertainment Centers Market in Market Study:

Key Consulting Companies & Advisors
Large, medium-sized, and small enterprises
Venture capitalists
Value-Added Resellers (VARs)
Third-party knowledge providers
Investment bankers
Investors


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